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October 29, 2020
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Features » Art
Raw Crude: Twists And Turns In The Concept Pipeline 3
by Steve Theodore [03.04.09]
Seeking advice on your art pipeline? Bungie's Steve Theodore delves deep into the issues behind taking a piece of art from 2D concept sketch to finished in-game model, with the least waste and complication.

The Thoughtful Design of LocoRoco: Tsutomu Kouno Speaks 3
by Christian Nutt [03.02.09]
Sony's Kouno birthed adorable PSP title LocoRoco, and in this in-depth Gamasutra interview, he discusses its train-sketched genesis and his Short Circuit robot inspirations.
Design, Art, Interview

The Death of Rigging? 9
by Steve Theodore [03.02.09]
In this in-depth article, Valve veteran Steve Theodore examines an alternative to the traditional animation rigging system currently used throughout the game industry.
Programming, Art

Postmortem: Singapore-MIT GAMBIT's CarneyVale: Showtime 4
by Bruce Chia, Desmond Wong [02.24.09]
In this Gamasutra-exclusive postmortem, the creators of IGF Grand Prize finalist and XNA Community Games standout CarneyVale: Showtime discuss what went right and wrong during its creation.
Business/Marketing, Design, Postmortem, Production, Art, Indie

Persuasive Games: Video Game Kitsch 43
by Ian Bogost [02.17.09]
Who is the Thomas Kinkade of video games? Writer and designer Bogost explores how mawkish sentimentality can be lucrative -- and how it applies to games.
Design, Art

Postmortem: NinjaBee's A Kingdom for Keflings 4
by Steven Taylor [02.04.09]
In this Gamasutra-exclusive postmortem, NinjaBee explain what went right - and wrong - while creating Avatar-enabled Xbox Live Arcade worldbuilding game A Kingdom For Keflings.
Audio, Design, Postmortem, Production, Art

Postmortem: RiverMan Media's MadStone 19
by Jacob Stevens [01.14.09]
Gamasutra's first-ever WiiWare postmortem reveals the story behind overlooked block puzzler MadStone, with technical, design, marketing and productivity lessons galore.
Business/Marketing, Design, Postmortem, Programming, Production, Art, Indie

Game Developer's Front Line Awards 2008 3
by Jeffrey Fleming [01.07.09]
The editors of Gamasutra sister publication Game Developer magazine present the full 2008 Front Line Awards, with industry notables ranking and discussing this year's best game tools.
Audio, Design, Programming, Art, Game Developer Magazine

An Environmental Pipeline in MaxScript 7
by Lance Thornblad [12.09.08]
In this technical article, Sony Online's Thornblad explains and makes available his 3DS Max function library and tools, a light mapper and polygon unwrapper, originally created for MMO PlanetSide.
Programming, Art

The Rhythm of Creation: Hiroyuki Kotani and Patapon 2
by Christian Nutt [12.04.08]
Sony's unusual rhythm-strategy Patapon franchise is one of the PSP's critical standouts thus far, and Gamasutra sits down with creator Hiroyuki Kotani to discuss its inspiration and creation.
Audio, Design, Art, Interview